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Reader Comments (52)

Posted: Mar 29th 2006 12:08PM (Unverified) said

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A major trend I am seeing in the replies here is that people are commenting about how lower resolution on the Rev means that it will only look marginally better than UE2. That is not the point, the point is that UE3 is a completely updated set of developer tools, not only is it important for UE3 to run on Rev for portability reasons, but as was mentioned in the update to the original post, it is important for cutting down developer costs. When a new SDK of any kind comes out, it often streamlines numerous processes cutting down development time and cost. If UE2 is the "Epic Engine of Choice" for the Rev then they are actually causing developers to have a longer development time and higher costs. This will not go over well with many Nintendo faithful dev studios I suspect. Another thing to keep in mind is that the PS3 and Xbox360 do not REQUIRE you to play games in high def, for a good reason I might add. Not everyone in the world has a high def TV, so if the graphics are going to look like garbage if they arent high def, then I guess the majority of the population is going to be seeing UE3 based games in a crappy light.

Posted: Apr 4th 2006 4:10PM (Unverified) said

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In response to:
"Yes, but take Donkey Kong Country off the list. The graphics for that game could have been done since the beginning. It's just that the SOURCE of the graphics weren't thought of....All DKC did was take pre-rendered backgrounds and save it as a bitmap. The only difference it made on the Super Nintendo is that the sprites WEREN'T made pixel by pixel but rather have the models captured into sprites. "

This is not correct. In fact its bckwards. The "source" of the graphics (pre rendered stills, animations, and palette optimizers) has been around for years before the SNES. I used them at college before donkeykong country was a glimmer in rare's eye, and people have been using them since before that.

And no, it could not have been done from the beginning - not because there was a hardware change, but because no one figured out how to pull off the real-time sprite DECOMPRESSION that made it possible for so many frames of animation -- and with so many colors -- to be played back on the screen at a good framerate. The second innovation was getting the SNES to display 512 colors per frame instead of 256, and then manipulating it further to produce unparalleled lighting effects. And these techniques were not only applied to the sprites, but also to the tile tables used to build the various scrolls of scenery.

"The only thing about the SNES that Donkey Kong Country pushed is the color palette buddy. There were no technical boundaries other than that."

Sorry "buddy", you're wrong.

"Impossible? HA! I wonder who was dumb enough to believe that."

Nice.

-Josh





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